I saw this pop up at some point on polycount, but could not dig up the thread. I am getting this strange highlighting on my meshes that is following the triangle edge, and not the proper edge.
I am using the July 2012 version of UDK.
The mesh was exported out of Maya 2011, with smoothing groups, tangents and binormals, and smooth mesh checked on.
Imported into UDK with Explicit Normals, and Import Tangents.
The normal was baked in xNormal, and triangulated before baking.
The normals and specular show up fine in Marmoset with the same FBX export settings. So I think it has to do with the importing into UDK? Maybe.
Any ideas?
Replies
Thanks for the help!
Glad you figured it out.
"Maya" "Maya 2011" "Triangulated" "UDK" "Normal Maps" "Normals"
I found the root of the problem that I was having. So in Maya, at least hte2011 version, triangulating you mesh fucks up your smoothing groups. In order to make sure Maya doesn't mess up your stuff make sure you lock your normals BEFORE you triangulate. This will make you avoid the painful process of resetting up smoothing groups, and rebaking all your meshes
Hope this will help somebody in need one day.